A tent flap seems to part with the wind, just before a flash of darkness spreads from the camp.
Need will saves from you all.
After the flash, a robed FIGURE can be seen next to the man in the fire, holy symbol held in the air and a dark energy seems to be flowing from the burning man into the holy symbol.
Two of the soldier seem to shrug off the shadows covering them, at least enough to see the danger. The skeleton move and flank the robed FIGURE. Seeking out the danger to the group.
One seem to notice Seras' movement closer and growls in response, the other seems to have picked up on the rest of the group. Other then drawing their weapons, they do nothing but guard the robed man.
Since you guy are taking the initiative...get it initiative, I guess I'll get the rest of you to roll for initiative
The guards start to panic as their world turn to darkness. They begin to stumble around the camp, running into the tents as well as each other. In one such encounter the smaller of the two is knocked down into the campfire. His yells of panic quickly turn to screams of terror and pain. The skeletons begin to draw their weapons as they scan the ruins for this obvious signs of attack.
The tactical movement is extremely slow going due to the glass creatures, but after an hour your all placed in a rough attack position. The one thing you've all noticed in this time is that none of the guards have been drinking. Grumbles and dark looks lead you to believe the source of the problem lies with whoever is in the tent guarded by the skeletal figures, which now that your closer you recognize as Karrnathi skeletons.
Map updated, based on tactics roll. I also discovered the zoom function so I can use this map for battle as well.
The creatures just seem to shamble, as you watch their movements seem almost human.
DM Rolls:
Sense Motive:1d20 + 0 ⇒ (3) + 0 = 3
The soldier glances at the new sounds, looks back at the original location before turning back to the others, they laugh at the man's paranoia as he joins them by the fire.
Seras if you want to follow your plan, I need you to make a Int check, Know. Tactics, Prof. Soldier to plan out the route to avoid detection and alerting the creatures.
As you move into the ruins, Threll causes a wall to crumble causing some noise which 2 soldiers seem to notice. They get up telling their companions that they heard something. As they reach the edge of their camp, one waves off the noise but the second seems to try and peer into the darkness.
So I gave Seras plenty of time... Side not finally found the part in the book that mentiontions which direction you guys approach from... from the South... I've placed the marker on the bottom and your at least 1 km south of the camp...which is about a 20 min walk depending on your speed.
Failin tell you he'll make camp a little ways back off the trail, hands over a clay tablet and tells you to break it when you need him. Otherwise he will leave in a week. After piling off you see he move off a bit slow but a lot quieter then before.
You follow the road the rest of the way north towards the ruined village. Once you hit the edge of the village, the scraping sounds of glass are much closer as you approach you notice that a strange layer of glass covers much of the village. It coasts the ground. It cascades from the shattered stone walls. Towards the center of the village, one or two buildings appear to be more intact than the rest of the ruins around them. Two other sights leap out at you as you look around. First, you can see the occasional forms of burned dwarves buried within the glass, their expressions twisted in fear and pain. Second, someone has been breaking the glass around some of the ruins, shattering it as though searching for something that may have been trapped within it when the glass cooled and hardened.
Unless you take your time, you need to make an acrobatics check to move or standing on the glass.
I also need stealth checks if your being stealthy and new perception checks.
"I've already told you everything I know, as for a map... Did you try a Cartographer's shop or with a caravan master?"
@Seras:
You believe them to be Emerald Claw
People I apologize for my tardiness if seen as lack of interest, but I am still here, interested and will endeavor to continue. Btw the map has been updated to show the rough area of the caravan.
XI easily notices the campfire, four tents, and a number of figures moving around the camp. Threll and Seras sees a bit more with his enhanced night vision. He adds 16 horses, two covered wagons and makes out 7 human shaped figures. The figures appear to be wearing helmets and chainmail armor, judging by how the firelight reflects off their gear. Both also notice the design on the helmets as a very distinctive half-faceplate design. None of these figures seem to be on guard duty.
Kn. Religion Check to identify it DC 18
You both finally notice two skeletal figures in the shadow of a tent, these figures do seem to be on sentry duty.
Through out all this onlooking a periodic ringing sound, like that of a pick striking stone or ice. This sound seems to be coming from the north end of the village, but nothing related to the noise can be seen.
Note, you guys came from the east...right side of the linked map...btw the map is huge and I will zoom it in as nessessary for combat.
Failin looks in Threll's direction, "Here I'll say it in a way you should understand.... HOUSE MATTERS, bugger off!"
With a sneer he climbs aboard. The elemental bound to the land cart rumbles with a sound like Eberron itself stirring from an ancient sleep. The wheels slide partially into the earth itself, and then the land cart slides along without regard to broken ground or other natural obstacles.
Asked about his knowledge of Rose Quarry, Failin responds with, "The village of Rose Quarry belonged to Crye before the war, now it lies within Darguul territory. Originally, House Cannith prospectors established the village when they found a massive vein of red marble. Cannith brought in dwarves from the Mror Holds to mine and excavate the marble. Anywhere you see Cannith architecture, you may find Rose marble -- Sharn, Flamekeep, Korth, even Rhukaan Draal -- half the red stone in Khorvaire probably comes from the quarry."
Twilight descends on Darguun as the land cart closes on Rose Quarry. The wall of dead-gray mist that forms the border of the Mournland can be seen in the distance. The sight seems to make Failin nervous and sad at the same time. Your own memories of the time surface as well, affecting your moods to the darker sides. As the land cart crests a small rise int he land,
"Were you expecting company?" Failin asks. A vast plateau, bounded to the west by a narrow canyon, stretches before you. The quarry extends for a least a mile, and the nearby village spreads across the plateau -- at least what's left of it. Anything made of wood has been burned to cinders, leaving a handful of stone facades, rock foundations, and chimneys behind. Though warm weather surrounds you, the village appears covered in a layer of ice that glitters int he light of rising moons.
You also notice another source of light. In the southern part of the village, a fire glows in a large pit, which is surrounded by four large tents. Figures move around this makeshift campsite.
"It's none of your concern." He answers with his quick countenance. After quickly brushing the dirt off his knees, he pick up his pace.
Failin leads you to a large stone outcropping in a secluded area not far from the Bloody Market. He rolls up his right sleeve to expose a dragonmark, touches the birthmark to the stone, and mutters a strange word. He steps back as the stone rumbles, and a strange covered wagon emerges from the rock wall. The four-wheeled vehicle has a canvas cover that encloses a large rear compartment, while an open bay at the front features a bench and foot well. The wagon appears to be made of wood, but an undulating pattern of constantly shifting rock, gem, and crystalline structures seem to overlay the wagon's wooden frame.
"My land cart," Failin says in a quick burst. "Earth elemental powered. Get in. Time's short. Long road ahead."
Kn. Arcana or Kn. Nobility DC 15:
Knows that his is the Least Dragonmark of Passage.
Language Draconic:
The word he spoke is the Draconic word for travel.
XI notices that the man electrocuted by Thrells magic, will actually need magical aid. Spasms and burns are wracking his body. As Threll asks for help with the second one. XI notices the one near him give a relieved sigh and passes from this world.
With nothing to be done he moves to the one with the arrow in its side. With deft moves ripping the creatures clothes, you make quick work of the wound and have the creature stabilized.
Yeah no proper gear and already near death... No saving the executed one. But mister arrow to the knee, he's savable.
The arrow takes down the second one as he's about to run for it. As Threll investigates they both are struggling to breath and Failin tells you to finish them off before their friends arrive.
Loot:
2x Morningstar
2x Studded Leather Armor
35 gp, 142 sp, 21 cp total on the one downed by Threll
Lightning flies from your fingers, and in the beginning all you smell is burnt hair. After a moment smoke rises from its ears, eyes and nose and collapses to the ground dead in front of Seras. The second one sees its dead companion, and already knowing its had enough begins to turn back to the alley.
As Failin dives behind a barrel, he peeks out at the situation. With a shaky voice he rapidly shout out to you. "He's lying I own "HIM!" the money not some boss."
The bugbear quickly glares at Failin before turning back to you, at which point you finally notice the nervousness in his posture and eyes.
Sense Motive DC 15:
Failin seem to be telling the truth, but there seems to be more too it.
Sense Motive DC 20:
The bugbear is also telling the truth and either Failin didn't know or is better at concealing his emotions.
Just a side note guys, I'm not always going to prompt for skill checks... Makes things more interesting this way. :p
Initiative
Failin
Seras
Bugbear 1
Threll
XI
Bugbear 2
Both grin murderously, the one closer to you smirks. "Puny human funny, think his toy soldier and smelly female are enough to protect...HIM!" He points at Failin as he tries to hid behind a barrel.
"Now you have 2 option," He holds up 3 fingers. "Pay his debt... Talk to the big boss who is big scarier than you... Or my favorite we kill you, take your stuffs and make a tidy profit before taking him away."
He loos a bit shaken but not truly cowed at your intimidation.
[i]With a frown at Threll he turns to Seras before curtly nodding. Reaching out he takes the coins and keeps his hand out for the money owed by Threll and Seras. Once he's paid he gets a nervous look and then proceeds.
"Let's go, let's go," Failin says, leaping up from the table, while quickly stashing his money. Gesturing to the door, "Follow me, quickly! My land cart is hidden nearby.
As you make your way to the land cart, two bugbears step out of the shadows of an alley and shout angrily at Failin.
"Failin, you cheat us!" growls one of the bugbears as both of them raise their morningstars to threatening positions.
Rose Quarry? Very far away. Near the border. Near the gray mists. Mining town. I can take you. Yes. But it will cost you. Sixty gold each, forty up front. You bring your own supplies."
Drinks are cheaply purchased, 3 sp total. But other than nodding in response to his name he doesn't say anything, looking curiously between the three of you.
With quick words Seras informs you whats she discovered and leads you to a tavern a couple blocks from the Bloody Market. A placard above the door displays a mummified ogre's hand clenched tightly in a fist and nailed in place. This rundown tavern appears to cater to human and members of the other common races.
Threll being the socialite, quickly talks up the bartender who directs you to a corner table in the rear of the room where a man sits alone. A gangly human with a shock of unruly red hair and bright blue eyes in sunken sockets, sits there nursing a mug. His lined and weathered skin contrasts with his clean and well tailored clothing.
"That place, you don't want to go there. Thats the Red Hand's hangout, notorious warriors and bandits. The owner of that place was their chef, apparently his specialty is Roast Human."
@Seras
You've tracked Failin down to a tavern called the Clenched Fist. As well as picked up some rumors of the man. Failin of House Orien was disowned year ago for unknown reasons. He makes his living exploring ruins throughout Darguun and selling relics to his contact back in central Khorvaire.
Failin's most prized possession, an elemental-powered land cart, helps his archaeological endeavors. When relic hunting doesn't pay the bills, he ferries visitors throughout the northern portion of the nation for a premium fee.
The goblin looks at XI, "Yes you may." He waves his arms to show his meager setup. His stall has several weapons of various quality, glancing at one you think that it has fresh blood on it. Seeing the weapon your looking at the goblin rushes over and with a toothy grin quickly cleans the weapon. As you investigate the shop the goblin seems to walk around you with movements that seems to look like waving arms. He gets an excited look on his face.
"Failin....Me know a Failin works out of a warehouse on the docks."
Sense Motive DC 21:
GB:1d20 + 7 ⇒ (14) + 7 = 21
Oh its a full out lie, your quite sure that even if he knew Failin, he wasn't at this warehouse.
The hobgoblin turns back and looks at the coins in your hand, taking a quick look around he smirks before grabbing the coins and pointing down the way "See that sign the shows a human being cooked like a stuffed pig, try there. Now scram before I bring you in for disturbing my peace."
Sense Motive DC 14:
You think he doesn't know where Failin is and is just sending you somewhere to get out of his face.
I say we split up but stay in contact. We've got a huge advantage here, in that we don't have to be seen as one entity.[/I]
No you still have line of sight issues, its just you don't have to face them.... Crowds do make it hard and if you don't know where they are its kinda hard to send a message. So since this has come up I'll say with the crowded market you have a range of 50 - 75 ft... depending on crowd density
As Threll approaches what can only be a guard, he notices that its a hobgoblin wearing good quality armor, a good sword and carries himself better than most. When you get close a companion gives him a smack on the armor and a chin point at Threll. Turning you see him, with a sneer "Yeah I think I saw him, he's about ya tall..." and proceeds to give a familiar discription.
Int Check DC 5:
He describes Threll.
"he went off in that direction," point off in a direction before turning away.
The crew easily point you in the right direction, everyone suggests you keep an eye on your purses and within arms reach of your warforged companion. As you get there you understand why, almost every bit of haggling to be done is bloody. Almost all trades go with the one who threatened the other buy or sell to give the better price. Though when an argument happens the guards are quick to step in, unfortunately they step in to help the store owner.
You once seen a goblin merchant get struck by a bugbear, as he rose with a bloody, toothy grin, the guards came up and quickly dispatched the creature. The merchant was quick to look the dead bugbears pockets, quickly tossing over the creatures purse after a quick assessment. It seems you might have your work cut out finding Failin.
So how would you like to search the market, diplomacy, intimidate, bribery or Kn. Local are all valid options. And Threll its FAILIN not Fai Ling
It is mid-morning when you finally arrive in Rhukasn Draal. The goblin our city was built around what was once a Cyran frontier town, and today it has grown into a sprawling goblin or metropolis. The city appears as a crazy architectural tapestry; mud and timber huts surround structures of stone and brick, interspersed with canvas tents and pavilions. Most of the roads are bare earth, and few of the wonders or conveniences of Sharn are evident here. Within the ramshackle city, a single building dominates the skyline -- an enormous tower of red stone that rises up from the very center of the city. This is Khaar Mbar'ost, the court of the Lhesh Haruuc, the hobgoblin King.
You need to now find the Bloody Market and then Failing.
The first mate, a little more open to you now. Still gives you a resounding "NO!" at your request saying that no passengers are to be climbing the rigging. She even called the watch up in the crows nest and punished him for not following orders. She informs you that you can walk the deck, if you would like but that is all.
@XI:
That was all, as you check out over the rail you notice a hand crawling inch by inch out of the water. As it reaches the elbow you start expecting the other arm to rise up, but no... the rest of the body is missing from the elbow up... It takes a good 10 mins for it to reach the railing at which point a quick flick from you sends it flying into the waves... the last clear look you have of it, is it closing its hand and raising its middle finger in your direction.
Sorry people the weekend and today are a bit hectic, will try to post soon.
AoO misses, so does Seras. Xi and Threll have their regular turns.
Side note, you don't know this ones an undead... its better wrapped then the dead leader :p
XI's blade cleave's through the figure, bones scatter as it drops its weapon and you hear a metal scraping wood sound as its armor seems to slide across the deck. You find this one had been carrying a bastard sword and wearing chain. The crowd quickly applauds you for your brave actions, some seem to even forgive Threll as they approach.
But soon the crowd disperses and the remaining trip is uneventful.
Sorry forgot it was flat footed so Xi attack hits. Will continue the adventure tonight when i get home.
The boat moves closer as the leader stands to make his move, the wind from the elemental ring throws back the his cloaks hood, showing the desiccated skull of and undead. As their boat slams into the ship, all the cloaked figures jump towards the ship.
Most don't make it, the leading undead is able to jump onto the ship and slowly start to climb aboard. Another two make it as well, the rest slam into the ship and fall into the water, no screams, and no resurfacing.
Not that I think you need a map now.... But you guys are up.
As the crew start shouting for a call to arms, one the shipwright seems to cast a spell, with it a flare is shot into the air giving everyone a chance to see what in the boats shadow. The eight cloaked figures are about 30 feet away from the side of the boat, easily keeping up with its speed. The figure in the front, draws his sword as the he gets near. The rest draw various looking daggers, axes and shortswords.
Initiatives please, I will post a battle map as soon as I get everything sorted.
As night falls and Threll and XI find themselves on deck. They find an enjoyable evening. Threll is able to shimmy up the main sail as the watch seems to be ignoring him for now. Up top in the crows nest you find another watchmen who seeing you gives you a dirty look and a muttered "Better make sure he doesn't fall" before tossing you a support line.
On deck a few curious sailors crowd around XI asking him about his time in the war, where he was and one is even brazen enough to ask, "Do warforged have souls? Before being smacked by one of his fellows.
Down in your room Seras finds that the trip has hit a smoother point and makes great headway in her watch.
I need Perception checks from Threll and XI
Perception DC 25 (DC 20 for Threll):
In the shadow cast by the ship, you see a small boat trying to make an approach towards the ship. Roughly its 150 feet. Should be right next to the ship in a couple minutes the speed its moving. Eight clocked figures can be seen.
The second day of your voyage has you stopping at Korrenberg asround evening. Passengers and cargo are quickly unloaded and then reloaded, as the ship disembarks as soon as its done.
Threll still finds people glancing at him, some in wonder and others with skorn. Not all the passengers had gotten off and some rumors of your misdeeds has made it way towards the new passengers.
You find the third day a bit rough and the Captain request all passengers should stay below decks. While the elemental ring and the back of the boat makes the ship move faster and a bit calmer. Strong waves do cause the ship some trouble. Its approaching evening when your able to move around again.
I would like to know where you are on the evening of the 3rd day?
Threll is stopped and informed that if he doesn't wish to return to the brig for again disturbing the crew, he shouldn't continue climbing the mast. He is reminded that hes a passenger and not crew, if he wishes to climb the ship, he should look for permission from the first mate or the captain.
"Excellent, now if you don't mind I'll ask you to return to your room. If you must leave, be careful, a few of the passengers aren't your biggest fan at the moment." With a nod of his head towards you and then XI he heads away, tossing one of the token like it was a coin in the air.
A sailor soon comes to release Threll, he doesn't look happen but does so without speaking a word or looking at Threll more then necessary.
Nice add to your post, but it doesn't change mine :P
"I apologize, it seem I was miss understood, we treat these as tokens of favors. You bonding them is merely saying that you are willing to be called on in the future for two favors. Think of it as an imprint that only you can verify and it cannot be replicated, it also a way to keep track of favors your willing bind yourself to."
The woman look at your response is a little dark, choosing not to respond continued to leave.
The man shakes his head before replying, "Yes that is a strong bond, but you did just throw an ally under the wagon by offering their service before even finding out if their capable in doing so. Knowing their skills and abilities is fine and all, but my first mate did only say the basics of the required skills."
Holding his hands up against any retort, "But that's neither here nor there, honor and perceived honor are in the eyes of the beholder. Moving past that, House Vadalis huh, a little bit disappointing but I can still find a use."
He digs into his pocket and pulls out two pocket watch like items the size of a coin. Tossing one over he continues, "This is a Marker, something an eccentric in House Dennith came up with. Not well known, but they have uses in this instance. They're something I use when I want to make sure a favor is going to be truly repaid. They bind a person to a called on favor.
So here's the deal, you bond with these two and I'll smooth things over with the House and passengers. Otherwise I turn you over to the House to deal with the fines and compensations, this also means being on the blacklist for all House Lyandar services."
The Marker, Spellcraft DC 15:
This is an object that initiate a two step process to a geas spell. The first step is someone activates the items and this allows the mutual bonding of a geas spell. Once an agreed upon task is made, this completes the geas casting.
Think the marker from John Wick, this just adds a bit of magic to it.
The woman shakes her head, "Well for one that just manifested, your acting like one born and raised, willing to use companions to deal with your problems.... I find your honor....lacking."
She turns to XI at this point, "I apologize to you master forged for ignoring you but I needed to find out what type of man the captain was going to be dealing with."
At this point a man in the garb of House Lyrandar comes out of the shadows. "Thank you first mate, you may leave." The man seems younger, but that could be due to his mixed heritage. Brown hair tied back, reveal striking blue eyes that first glance at XI then land sternly on Threll.
The man soon glances over at a side table where Thrells personal possessions he had on him were being stored. He walks over to the items and picks up the identification papers, reading them over before tossing them back down.
"What house?" Are the only thing he says to you. His back to you as he continues looking at the items in front of him.
"Flattery will not help you, I came here cause people who do sign on to charter my ship are told not to interfere with the operations and you did do that.
As for working off your punishment it might work, do you have any shipwright skills? Artificing or crafting skills? If not I'll talk to my people as we're making our stop at Korranberg, at that point you'll be issued a fine and likely put on our blacklist."
Giving XI a nod in recognizing he was there, she returns her attention to Threll.
"I will apologize about the mark, I've never met a mark that didn't try to throw their family around when in trouble. Mine is on display for 2 reasons. One, it makes controlling the ship easier and two sleeves can get a person hurt at the wrong time. If you look around all the crew are wearing short or no sleeve tunics."
At this point she pulls out several folded pieces of paper that she had tucked into her belt. "A disturbance was indeed what you caused, here I have several of the letters complaining of injuries sustained by other passengers as they tried to flee your illusion. Most are bruises and bruised egos. There is one woman who fell and now complains about pain in her leg. The ship doctor is dealing with her now."
She passes them over, and they do indeed have complaints of injuries incurred in the incident. They also call for reparations, some in shipping cost reductions others in return of fees paid.
"This doesn't even include the fact that several of my crew had to leave assigned duties to get weapons. The halting of the elemental, so a coarse correction could be made to potentially avoid more trouble. No sir, there are damages, and a personal apology is not going to be enough to cover what I now have to deal with."
Threll what did you do...other then create trouble and great RP experience :P
The woman glances down at your revealed mark, then shakes her head. "By the Twelve, what gives you the right to disrupt my ship?
She takes but a moment before angrily continues at Threll. "Showing me a mark isn't going to save you from spending time in my brig before I hand you off to the Watch at Korranberg, and with the witnesses on hand your fine should keep you quiet for a few years."
Your mingling in with those also on board is pleasant enough, but you find that after pleasantries are done they people seem to excuse themselves to mingle in the crowd. As you narrow down your discussions with those in the crowd and sailors that seem to be free you do find out a couple things about your destination.
Rhukaan Draal:
The heart of Rhukaan Draal was once a frontier Cyran town; over the last two decades it has grown into a sprawling goblinoid metropolis.
The most impressive structure is the royal palace, called Khaar Mbar'ost (means blood-colored fortified dwelling) or Red House.
THe Ghaal'dar goblinoids are known for their skill in battle, not their artistry with crafts. As a result, the market of Rhukaan Draal is mainly a place to trade for imported goods.
The laws of the city are simple, and the hobgoblins take little interest in the history of their guests. As a result, many criminals flee to Rhukaan Draal to avoid justice, and smugglers can freely sell goods in the marketplace that would be in the wrong side of the law in Breland, or Thrane.
Yeah sorry Threll day two isn't what you think it is.
With Thrells boredom comes panic, and while the shipment on board quickly tell that its at most an illusion. The rest of the passengers are in a panic, causing disruption on the ship. As you are apprehended you are indeed thrown into a brig for several hours. No one else seems to be there except for a lone guard who ignores your attempts to talk. After a couple hours a striking half-elf woman with a large dragonmark on her left arm, continuing up until its lost under her shirt. Comes to "talk" to you.
Ok guys the rest of you have have a solid day, then day two some trouble happen, with Threll at the center. So give me day one actions, and your response to Threll incarceration.
You easily are able to make any arrangement for supplies that you would like to get on your way to the boat.
-------------------------
The House Lyrandar galleon leaves from the ports at the base of the Sharn cliffs. It travels from the Hilt into the Straits of Shargon, staying close to the southern coast as it moves from Brelish to Zilargo waters and eventually turns north into Kraken Bay. From there, the elemental-powered vessek enters the Ghaal River for the final leg of the journey to Rhukaan Draal.
The half-elf crew operates the ship and tends to the passengers on board. In addition to you, a dozen traders, travelers, and diplomats are aboard for the trip. Many will disembark when the ship stops briefly in Korranberg, but a handful are scheduled to go all the way to the goblinoid nation's capital. Cargo and trade goods, however, occupy the bulk of space aboard the vessel.
I need what your plans are for these 4 days, whats a basic timetable of days like.
-------------------
Your accommodations are a large cabin on a lower deck. A mess is down the hall with a chef on call that can prepare a decent selection. During the day your able to roam the deck as long as you stay out of the way, during which you see several others enjoying the trip as well.